Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - timeatscookies
Pages: [1] 2

1
General Discussion / Re: Official Off-Topic Thread
« on: August 16, 2011, 03:17:01 pm »
So.. I logged in today and my avatar is gone (or replaced?) and now I have some "troll spray" picture. I'm many much confused. Any explanation why this happened lol?

2
Pixel Art / Re: [C+C] Beat em' up game sprites
« on: July 15, 2011, 02:14:11 am »


Since I'm having a lot of trouble with this next female character, I figured I'd just post the very early stage of what I have and maybe get some help. The hair is only blue to fill in the color for now. It'll change later to brown. I need a lot of help with this. The face seems too narrow to me. And the hair just doesn't look right :( Please help me any way you can. I want to get this right before moving on.

All comments and criticisms are welcome

3
Pixel Art / Re: [C+C] Beat em' up game sprites
« on: July 13, 2011, 01:26:43 am »
Thank you so much Kragagam for the positive and encouraging comments. They really help, a lot. I also like the new shorter character. He looks much more like a fighter to me too.

I've got some minor things I'm gonna try to tweak up as soon as I can. I might move on to other sprites for the time being, so I don't bore myself too much with this one.

Once again, thanks for the comments. I'm glad you liked it!

4
Pixel Art / Re: [C+C] Beat em' up game sprites
« on: July 12, 2011, 09:14:20 pm »
I have recently reworked the art of my project and settled with a more River City Ransom style of sprites. There's still a lot to work through, and this latest quick punch animation is still a WIP. But, things are progressing, and in a good direction. This single small animation is all I can share for now. The palette I kept the same from the last version of this character, mostly so I could focus on redrawing the character from scratch. I based this animation off a Guile punch sequence I saw.

Please point anything that looks weird/suggest improvements. It's still not really finished, so I want to finish it soon; hopefully with the help of some good criticism. A friend of mine said the character's left (our right) leg looks like its bulging, such as a muscle flex. I need some help with that because it's suppose to read as if the hip were slightly rotating.


5
Pixel Art / Re: Very small game character
« on: June 23, 2011, 03:27:09 pm »
The third version is killer! It really establishes his intent to shoot the pistol! The walking animation really has a characterized stride, as others have already said. The way he holds the gun now looks so much more natural. The force from the feedback would now be through his arm straightened and not a weak bend. This is really just beast! I can't wait to see all 8 directions animated.

The look of Shadowrun is fantastic. I can't believe I've never seen the game before. I think in that sort of environment this character will flourish. By the way, does he have a name? :P

6
Pixel Art / Re: Very small game character
« on: June 22, 2011, 03:58:13 pm »
The longer torso version totally works also. I just slightly preferred the shorter one, but I see what you mean about making him look like a kid. To me, both versions are completely acceptable and I was just nit-picking. And sorry to return any doubt to you about the animation :P. I don't want to discourage you in any way, because your work thus far is looking great.

About the way he's holding the gun; I think as long as he isn't prepared to take steady aim to really shoot something, he's alright with walking with it from the hip. However, in my opinion, if he were to walk with it at the hip I would expect his arm to be a bit lower with his upper arm almost straight and the lower arm bent at about 90 degrees (like an L shape). I think that's just because of the way I interpret this character. That could just be me; it may look funky if you actually tried that.

Oh, and if you do decide to make him take aim in a more proper manner (IE: both hands on the grip with the pistola centered in front of the dominant eye) you might could use this as a reference. Just thought it might help ;). Keep it up dude, it's going great!



7
Pixel Art / Re: Very small game character
« on: June 22, 2011, 01:11:46 am »
While animating I realized that the upper body of my little character is kinda long compared to his legs.
This might partially due to the fact that the jacket covers some of the hip area (you can see this only in the front frame) but still I felt I needed to try to cut his upper body by one pixel.
Now I really cannot decide which one works better, I'm thankful for any input.

Original:


Modified shorter torso:




I honestly like the shorter torso version better. I think it looks a tiny bit more accurate anatomy-wise.

In the aim walk animation I think his arm should be kept at a level maybe, because he is pointing a gun to shoot at something. Think of a modern tank where the cannon's barrel movement is relatively independent of the tank's up and down movement. You wouldn't want your arm bouncing around while keeping your eye down the sights of your pistol. But then again, he's aiming from the hip, so it might not be kept as level compared to aiming with the pistol aligned with the eye. Which btw, it might look nice if he did aim with it like that.

You're definitely doing a great job animating such tiny sprites lol. I don't think I could do that. Looking forward to mo' sprites!

8
Pixel Art / Re: [WIP] Contra-esque boss
« on: June 22, 2011, 12:41:47 am »
Dude, I could totally see that new head with those weird mandible thingys that predator's have on the sides of their mouth. That's just my opinion though :P. I think it could fill in some of the narrowness at the bottom of the head. It's looking awesome regardless. I think the whole thing looks more detailed now.

The body with no head; is it gonna stay as an open hole? I was thinking some guts or some kind of insides visible on the outside or around the edges would be nice. But you may want to just keep it an empty void lol.

Out of curiosity, are you the one making the game? Depending on what kinda shmup is it, I think it would be neat-o if the final boss had tiers you must fight through. Something sorta like the Metal Slug mother ship final boss (I can't remember which one). Maybe entering inside the monster or proceeding past his head to take out the rest of the body. I always thought it was cool when the boss would seem defeated, then you discover its just the beginning xD

9
Pixel Art / Re: [WIP] Contra-esque boss
« on: June 21, 2011, 08:46:30 pm »
I haf to agree with coffee about the white space that is "squareish". I'm not exactly sure about the species of this beast, but I assume it's insectoid, and in that case I feel like I would expect the neck to either be skinnier or thicker when connecting to the head. For example, the segment connecting the head of ant to its thorax is quite skinny, but a grasshopper's head would seem to be of the same thickness as the body. Just a thought. After all, it's your boss; do it how you see fit.

But overall, I must say excellent job!  ;D I really like the Contra tribute a lot. Oh, and I think the palette is just magical!

10
Pixel Art / Re: [C+C] Beat em' up game sprites
« on: June 19, 2011, 01:46:49 pm »
 Thanks many much for the tips, r1k. I'll try out the palette tweaks as soon as I can. I'll also be experimenting with the shading around the face. What about the rest of the shading? Does it need major work? I feel some-what okay with it, but I dunno.. I might've gotten used to something crappy.

Pages: [1] 2